------------------------------------------------------------------ ||| THIS IS THE FINAL OFP RELEASE OF THE IM:UC MOD - Ver 0.9 ||| ------------------------------------------------------------------ ============================================================== ONLY BUGS WILL BE FIXED, NO ADDITIONS TO THE PACK WILL BE MADE! ============================================================== For Non-commercial use in Operation Flashpoint only! ============================================================== ============================================================== imuc_data.pbo contains ALL textures besides icons and island ground textures. don't ask why - it's just the way we decided to store our texture a long time ago. ============================================== imuc_inftr.pbo models, mapping, textures, config: hottentotten mike helmet model: rtr_commander beta-testing: tomislav There are no groups - for a good reason: the iraqi army is (was) not as organized as western armies. Therefore you'll see a mixture of all kinds of uniforms and equipment within one group/platoon/company. make up your own groups out of the two vehicleclasses (Army and Rep. Guard) and you'll match reality better than any predefined group. (and besides that: i'm a lazy config writer so i did not want to waste my time defining groups) ============================================ imuc_armbrust.pbo Armbrust AT weapon by hottentotten mike for all in doubt: the armbrust is a rare AT weapon, developed by MBB and a Singaporean firm. The project was abandoned in the early 90's (afaik), but a few launchers made it to the balcans and the middle east. ============================================= imuc_bmd.pbo base model: Bloody Days Mod model updates: hottentotten mike, rtr_commander interior model: hottentotten mike textures, mapping: hottentotten mike config: hottentotten mike, tomislav beta-testing: tomislav, canadian terror, acecombat ------------------ random number script: there are five ways to run the random number script: [] exec "\imuc_bmd\sc\numbers.sqs" // random white numbers ["color"] exec "\imuc_bmd\sc\numbers.sqs" // random colored numbers. values for 'color' are white, black, red, green and yellow - don't forget the " "! [1,2,3] exec "\imuc_bmd\sc\numbers.sqs" // user-defined numbers - default color: white. numbers can be 0 - 9 [1,2,3,"color"] exec "\imuc_bmd\sc\numbers.sqs" // user-defined colored numbers beware: if the default crew is to have iraqi llauma-compatibel faces add the following to the init field of the vehicle: [this] exec "\imuc_inftr\sc\crewfaces.sqs" consider the BMD-1 as a Beta release. there are several anim bugs which i was unable to solve. given the release of ArmA and people now dropping OFP for said game, i won't further try to fix these bugs unless someone gives me a decisive hint - or does it himself. the models are MLOD so feel free to take a look, but pls let me know if you find a solution - hottentotten_mike@yahoo.ca ==================================== imuc_brdm2.pbo model: Offtime, Ag_Smith model updates: hottentotten mike textures: hottentotten mike config: hottentotten mike, tomislav beware: if the default crew is to have iraqi llauma-compatibel faces add the following to the init field of the vehicle: [this] exec "\imuc_inftr\sc\crewfaces.sqs" as the BMD-1, consider the BRDM-2 as Beta release. though from the outside the model looks fine (and i bet most of you will only use it to shoot at it ;) ) the interior is messed up. apart from animation issues (couldn't fix it myself and also couldn't find someone who can help) there are two main bugs: the gun does not rotate with the turret and the gunner optic doesn't work properly. same as for the BMD-1: the model is in MLOD, so feel free to take a look! ===================================== imuc_mtlb.pbo model, interior textures: sebastian müller aka joe lemonade model updates: rtr_commander, hottentotten mike textures: hottentotten mike config: tomislav, hottentotten mike beware: if the default crew is to have iraqi llauma-compatibel faces add the following to the init field of the vehicle: [this] exec "\imuc_inftr\sc\crewfaces.sqs" for the usage of the random number script see imuc_bmd - there's the same number script in the imuc_mtlb.pbo: \imuc_mtlb\sc\numbers.sqs =================================== imuc_i.pbo // a small island imuc_id.pbo // island ground textures by hottentotten mike ================================== imuc_obj.pbo by hottentotten mike thanks to JdB for modelling some of the res LODs! island makers listen up: WRPtool will give you an error message for \imuc_obj\bldgs\apartment2.pbo, though the model works fine ingame. in some cases the apartment building will be submerged ingame - to fix it, open WRPTool, select the apartment model, open the object inspector, untick 'align to ground', set the height value to 1005 and tick the 'align to ground'-box again. don't ask why it works, simply trust me that it does ;) =================================== =================================== Big Thanks & Credits to: BMD MOD - BMD-1 base model Offtime & - BRDM model Seb Müller - MT-LB model & interior textures ORCS team - for their great russian weapon pack used by our iraqi infantry and the hand model Llauma - new head model/mapping JAM team - for their weapon and magazine standards Tomislav - always a reliable and quick tester. Besten Dank, Kumpel! JdB - helped to finish the resolution Lods for the prison modules and some other buildings - always nice to chat to. ---------------------------------- and a not so big thanks to everybody who let us down. ========================================== DISLAIMER: Neither IM:UC as a Mod nor any of its members are in any way affiliated to BIS or codemasters. All four mentioned above are not responsible to potential harm that the addons listed above do to you, your contemporaries or your computer! By using the addons you agree to this disclaimer. ==========================================